/*************************************************************************/
/*  shader_editor_plugin.cpp                                             */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#include "shader_editor_plugin.h"
#include "tools/editor/editor_settings.h"

#include "spatial_editor_plugin.h"
#include "scene/resources/shader_graph.h"
#include "io/resource_loader.h"
#include "io/resource_saver.h"
#include "os/keyboard.h"
#include "tools/editor/editor_node.h"
#include "tools/editor/property_editor.h"
#include "os/os.h"
#include "servers/visual/shader_types.h"

/*** SETTINGS EDITOR ****/




/*** SCRIPT EDITOR ****/


Ref<Shader> ShaderTextEditor::get_edited_shader() const {

	return shader;
}
void ShaderTextEditor::set_edited_shader(const Ref<Shader>& p_shader) {

	shader=p_shader;


	_load_theme_settings();

	get_text_edit()->set_text(p_shader->get_code());

	_line_col_changed();


}


void ShaderTextEditor::_load_theme_settings() {

	get_text_edit()->clear_colors();

	/* keyword color */

	get_text_edit()->add_color_override("background_color", EDITOR_DEF("text_editor/highlighting/background_color",Color(0,0,0,0)));
	get_text_edit()->add_color_override("completion_background_color", EDITOR_DEF("text_editor/highlighting/completion_background_color", Color(0,0,0,0)));
	get_text_edit()->add_color_override("completion_selected_color", EDITOR_DEF("text_editor/highlighting/completion_selected_color", Color::html("434244")));
	get_text_edit()->add_color_override("completion_existing_color", EDITOR_DEF("text_editor/highlighting/completion_existing_color", Color::html("21dfdfdf")));
	get_text_edit()->add_color_override("completion_scroll_color", EDITOR_DEF("text_editor/highlighting/completion_scroll_color", Color::html("ffffff")));
	get_text_edit()->add_color_override("completion_font_color", EDITOR_DEF("text_editor/highlighting/completion_font_color", Color::html("aaaaaa")));
	get_text_edit()->add_color_override("font_color",EDITOR_DEF("text_editor/highlighting/text_color",Color(0,0,0)));
	get_text_edit()->add_color_override("line_number_color",EDITOR_DEF("text_editor/highlighting/line_number_color",Color(0,0,0)));
	get_text_edit()->add_color_override("caret_color",EDITOR_DEF("text_editor/highlighting/caret_color",Color(0,0,0)));
	get_text_edit()->add_color_override("caret_background_color",EDITOR_DEF("text_editor/highlighting/caret_background_color",Color(0,0,0)));
	get_text_edit()->add_color_override("font_selected_color",EDITOR_DEF("text_editor/highlighting/text_selected_color",Color(1,1,1)));
	get_text_edit()->add_color_override("selection_color",EDITOR_DEF("text_editor/highlighting/selection_color",Color(0.2,0.2,1)));
	get_text_edit()->add_color_override("brace_mismatch_color",EDITOR_DEF("text_editor/highlighting/brace_mismatch_color",Color(1,0.2,0.2)));
	get_text_edit()->add_color_override("current_line_color",EDITOR_DEF("text_editor/highlighting/current_line_color",Color(0.3,0.5,0.8,0.15)));
	get_text_edit()->add_color_override("word_highlighted_color",EDITOR_DEF("text_editor/highlighting/word_highlighted_color",Color(0.8,0.9,0.9,0.15)));
	get_text_edit()->add_color_override("number_color",EDITOR_DEF("text_editor/highlighting/number_color",Color(0.9,0.6,0.0,2)));
	get_text_edit()->add_color_override("function_color",EDITOR_DEF("text_editor/highlighting/function_color",Color(0.4,0.6,0.8)));
	get_text_edit()->add_color_override("member_variable_color",EDITOR_DEF("text_editor/highlighting/member_variable_color",Color(0.9,0.3,0.3)));
	get_text_edit()->add_color_override("mark_color", EDITOR_DEF("text_editor/highlighting/mark_color", Color(1.0,0.4,0.4,0.4)));
	get_text_edit()->add_color_override("breakpoint_color", EDITOR_DEF("text_editor/highlighting/breakpoint_color", Color(0.8,0.8,0.4,0.2)));
	get_text_edit()->add_color_override("search_result_color",EDITOR_DEF("text_editor/highlighting/search_result_color",Color(0.05,0.25,0.05,1)));
	get_text_edit()->add_color_override("search_result_border_color",EDITOR_DEF("text_editor/highlighting/search_result_border_color",Color(0.1,0.45,0.1,1)));
	get_text_edit()->add_color_override("symbol_color",EDITOR_DEF("text_editor/highlighting/symbol_color",Color::hex(0x005291ff)));

	Color keyword_color= EDITOR_DEF("text_editor/highlighting/keyword_color",Color(0.5,0.0,0.2));


	List<String> keywords;
	ShaderLanguage::get_keyword_list(&keywords);

	if (shader.is_valid()) {


		for(const Map< StringName, Map<StringName,ShaderLanguage::DataType> >::Element *E=ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front();E;E=E->next()) {

			for (const Map<StringName,ShaderLanguage::DataType>::Element *F=E->get().front();F;F=F->next()) {
				keywords.push_back(F->key());
			}

		}

		for(const Set<String>::Element *E =ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())).front();E;E=E->next()) {

			keywords.push_back(E->get());

		}
	}


	for(List<String>::Element *E=keywords.front();E;E=E->next()) {

		get_text_edit()->add_keyword_color(E->get(),keyword_color);
	}

	//colorize core types
//	Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0));


	//colorize comments
	Color comment_color = EDITOR_DEF("text_editor/highlighting/comment_color",Color::hex(0x797e7eff));

	get_text_edit()->add_color_region("/*","*/",comment_color,false);
	get_text_edit()->add_color_region("//","",comment_color,false);

	/*//colorize strings
	Color string_color = EDITOR_DEF("text_editor/string_color",Color::hex(0x6b6f00ff));

	List<String> strings;
	shader->get_shader_mode()->get_string_delimiters(&strings);

	for (List<String>::Element *E=strings.front();E;E=E->next()) {

		String string = E->get();
		String beg = string.get_slice(" ",0);
		String end = string.get_slice_count(" ")>1?string.get_slice(" ",1):String();
		get_text_edit()->add_color_region(beg,end,string_color,end=="");
	}*/
}

void ShaderTextEditor::_code_complete_script(const String& p_code, List<String>* r_options) {

	print_line("code complete");

	ShaderLanguage sl;
	String calltip;

	Error err =  sl.complete(p_code,ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())),ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())),r_options,calltip);

	if (calltip!="") {
		get_text_edit()->set_code_hint(calltip);
	}
}

void ShaderTextEditor::_validate_script() {

	String code=get_text_edit()->get_text();
	//List<StringName> params;
	//shader->get_param_list(&params);

	ShaderLanguage sl;

	Error err =  sl.compile(code,ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())),ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader->get_mode())));

	if (err!=OK) {
		String error_text="error("+itos(sl.get_error_line())+"): "+sl.get_error_text();
		set_error(error_text);
		get_text_edit()->set_line_as_marked(sl.get_error_line(),true);

	} else {
		for(int i=0;i<get_text_edit()->get_line_count();i++)
			get_text_edit()->set_line_as_marked(i,false);
		set_error("");
	}

	emit_signal("script_changed");
}

void ShaderTextEditor::_bind_methods() {


	//ADD_SIGNAL( MethodInfo("script_changed") );

}

ShaderTextEditor::ShaderTextEditor() {


}

/*** SCRIPT EDITOR ******/



void ShaderEditor::_menu_option(int p_option) {


	ShaderTextEditor *current = shader_editor;

	switch(p_option) {
		case EDIT_UNDO: {


			current->get_text_edit()->undo();
		} break;
		case EDIT_REDO: {
			current->get_text_edit()->redo();

		} break;
		case EDIT_CUT: {

			current->get_text_edit()->cut();
		} break;
		case EDIT_COPY: {
			current->get_text_edit()->copy();

		} break;
		case EDIT_PASTE: {
			current->get_text_edit()->paste();

		} break;
		case EDIT_SELECT_ALL: {

			current->get_text_edit()->select_all();

		} break;
		case SEARCH_FIND: {

			current->get_find_replace_bar()->popup_search();
		} break;
		case SEARCH_FIND_NEXT: {

			current->get_find_replace_bar()->search_next();
		} break;
		case SEARCH_FIND_PREV: {

			current->get_find_replace_bar()->search_prev();
		} break;
		case SEARCH_REPLACE: {

			current->get_find_replace_bar()->popup_replace();
		} break;
//		case SEARCH_LOCATE_SYMBOL: {

//		} break;
		case SEARCH_GOTO_LINE: {

			goto_line_dialog->popup_find_line(current->get_text_edit());
		} break;

	}
}


void ShaderEditor::_notification(int p_what) {

	if (p_what==NOTIFICATION_ENTER_TREE) {


	}
	if (p_what==NOTIFICATION_DRAW) {

		RID ci = get_canvas_item();
		Ref<StyleBox> style = get_stylebox("panel","Panel");
		style->draw( ci, Rect2( Point2(), get_size() ) );

	}

}



Dictionary ShaderEditor::get_state() const {
#if 0
	apply_shaders();

	Dictionary state;

	Array paths;
	int open=-1;

	for(int i=0;i<tab_container->get_child_count();i++) {

		ShaderTextEditor *ste = tab_container->get_child(i)->cast_to<ShaderTextEditor>();
		if (!ste)
			continue;


		Ref<Shader> shader = ste->get_edited_shader();
		if (shader->get_path()!="" && shader->get_path().find("local://")==-1 && shader->get_path().find("::")==-1) {

			paths.push_back(shader->get_path());
		} else {


			const Node *owner = _find_node_with_shader(get_root_node(),shader.get_ref_ptr());
			if (owner)
				paths.push_back(owner->get_path());

		}

		if (i==tab_container->get_current_tab())
			open=i;
	}

	if (paths.size())
		state["sources"]=paths;
	if (open!=-1)
		state["current"]=open;


	return state;
#endif
	return Dictionary();
}
void ShaderEditor::set_state(const Dictionary& p_state) {
#if 0
	print_line("setting state..");
	if (!p_state.has("sources"))
		return; //bleh

	Array sources = p_state["sources"];
	for(int i=0;i<sources.size();i++) {

		Variant source=sources[i];

		Ref<Shader> shader;

		if (source.get_type()==Variant::NODE_PATH) {

			print_line("cain find owner at path "+String(source));
			Node *owner=get_root_node()->get_node(source);
			if (!owner)
				continue;

			shader = owner->get_shader();
		} else if (source.get_type()==Variant::STRING) {

			print_line("loading at path "+String(source));
			shader = ResourceLoader::load(source,"Shader");
		}

		print_line("found shader at "+String(source)+"? - "+itos(shader.is_null()));
		if (shader.is_null()) //ah well..
			continue;

		get_scene()->get_root_node()->call("_resource_selected",shader);
	}

	if (p_state.has("current"))
	tab_container->set_current_tab(p_state["current"]);
#endif
}
void ShaderEditor::clear() {

}

void ShaderEditor::_params_changed() {


	shader_editor->_validate_script();
}

void ShaderEditor::_editor_settings_changed() {

		shader_editor->get_text_edit()->set_auto_brace_completion(EditorSettings::get_singleton()->get("text_editor/completion/auto_brace_complete"));
		shader_editor->get_text_edit()->set_scroll_pass_end_of_file(EditorSettings::get_singleton()->get("text_editor/cursor/scroll_past_end_of_file"));
		shader_editor->get_text_edit()->set_tab_size(EditorSettings::get_singleton()->get("text_editor/indent/tab_size"));
		shader_editor->get_text_edit()->set_draw_tabs(EditorSettings::get_singleton()->get("text_editor/indent/draw_tabs"));
		shader_editor->get_text_edit()->set_show_line_numbers(EditorSettings::get_singleton()->get("text_editor/line_numbers/show_line_numbers"));
		shader_editor->get_text_edit()->set_syntax_coloring(EditorSettings::get_singleton()->get("text_editor/highlighting/syntax_highlighting"));
		shader_editor->get_text_edit()->set_highlight_all_occurrences(EditorSettings::get_singleton()->get("text_editor/highlighting/highlight_all_occurrences"));
		shader_editor->get_text_edit()->cursor_set_blink_enabled(EditorSettings::get_singleton()->get("text_editor/cursor/caret_blink"));
		shader_editor->get_text_edit()->cursor_set_blink_speed(EditorSettings::get_singleton()->get("text_editor/cursor/caret_blink_speed"));
		shader_editor->get_text_edit()->add_constant_override("line_spacing", EditorSettings::get_singleton()->get("text_editor/theme/line_spacing"));
		shader_editor->get_text_edit()->cursor_set_block_mode(EditorSettings::get_singleton()->get("text_editor/cursor/block_caret"));
}

void ShaderEditor::_bind_methods() {

	ClassDB::bind_method("_editor_settings_changed",&ShaderEditor::_editor_settings_changed);

	ClassDB::bind_method("_menu_option",&ShaderEditor::_menu_option);
	ClassDB::bind_method("_params_changed",&ShaderEditor::_params_changed);
	ClassDB::bind_method("apply_shaders",&ShaderEditor::apply_shaders);
//	ClassDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
}

void ShaderEditor::ensure_select_current() {

/*
	if (tab_container->get_child_count() && tab_container->get_current_tab()>=0) {

		ShaderTextEditor *ste = tab_container->get_child(tab_container->get_current_tab())->cast_to<ShaderTextEditor>();
		if (!ste)
			return;
		Ref<Shader> shader = ste->get_edited_shader();
		get_scene()->get_root_node()->call("_resource_selected",shader);
	}*/
}

void ShaderEditor::edit(const Ref<Shader>& p_shader) {

	if (p_shader.is_null())
		return;


	shader=p_shader;

	shader_editor->set_edited_shader(p_shader);

	//vertex_editor->set_edited_shader(shader,ShaderLanguage::SHADER_MATERIAL_VERTEX);
	// see if already has it


}

void ShaderEditor::save_external_data() {

	if (shader.is_null())
		return;
	apply_shaders();

	if (shader->get_path()!="" && shader->get_path().find("local://")==-1 &&shader->get_path().find("::")==-1) {
		//external shader, save it
		ResourceSaver::save(shader->get_path(),shader);
	}
}

void ShaderEditor::apply_shaders()  {


	if (shader.is_valid()) {
		shader->set_code(shader_editor->get_text_edit()->get_text());
		shader->set_edited(true);
	}
}


ShaderEditor::ShaderEditor() {


	HBoxContainer *hbc = memnew( HBoxContainer);

	add_child(hbc);

	edit_menu = memnew( MenuButton );
	hbc->add_child(edit_menu);
	edit_menu->set_pos(Point2(5,-1));
	edit_menu->set_text(TTR("Edit"));
	edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/undo", TTR("Undo"), KEY_MASK_CMD|KEY_Z), EDIT_UNDO);
	edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/redo", TTR("Redo"), KEY_MASK_CMD|KEY_Y), EDIT_REDO);
	edit_menu->get_popup()->add_separator();
	edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/cut", TTR("Cut"), KEY_MASK_CMD|KEY_X), EDIT_CUT);
	edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/copy", TTR("Copy"), KEY_MASK_CMD|KEY_C), EDIT_COPY);
	edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/paste", TTR("Paste"), KEY_MASK_CMD|KEY_V), EDIT_PASTE);
	edit_menu->get_popup()->add_separator();
	edit_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/select_all", TTR("Select All"), KEY_MASK_CMD|KEY_A), EDIT_SELECT_ALL);
	edit_menu->get_popup()->connect("id_pressed", this,"_menu_option");


	search_menu = memnew( MenuButton );
	hbc->add_child(search_menu);
	search_menu->set_pos(Point2(38,-1));
	search_menu->set_text(TTR("Search"));
	search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find", TTR("Find.."), KEY_MASK_CMD|KEY_F), SEARCH_FIND);
	search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_next", TTR("Find Next"), KEY_F3), SEARCH_FIND_NEXT);
	search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_previous", TTR("Find Previous"), KEY_MASK_SHIFT|KEY_F3), SEARCH_FIND_PREV);
	search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/replace", TTR("Replace.."), KEY_MASK_CMD|KEY_R), SEARCH_REPLACE);
	search_menu->get_popup()->add_separator();
//	search_menu->get_popup()->add_item("Locate Symbol..",SEARCH_LOCATE_SYMBOL,KEY_MASK_CMD|KEY_K);
	search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/goto_line", TTR("Goto Line.."), KEY_MASK_CMD|KEY_L), SEARCH_GOTO_LINE);
	search_menu->get_popup()->connect("id_pressed", this,"_menu_option");


	goto_line_dialog = memnew(GotoLineDialog);
	add_child(goto_line_dialog);

	shader_editor = memnew( ShaderTextEditor );
	add_child(shader_editor);
	shader_editor->set_v_size_flags(SIZE_EXPAND_FILL);


	shader_editor->connect("script_changed", this,"apply_shaders");
	EditorSettings::get_singleton()->connect("settings_changed",this,"_editor_settings_changed");

	_editor_settings_changed();
}


void ShaderEditorPlugin::edit(Object *p_object) {

	Shader* s = p_object->cast_to<Shader>();
	shader_editor->edit(s);

}

bool ShaderEditorPlugin::handles(Object *p_object) const {

	bool handles = true;
	Shader *shader=p_object->cast_to<Shader>();
	//if (!shader || shader->cast_to<ShaderGraph>()) // Dont handle ShaderGraph's
	//	handles = false;

	return shader!=NULL;
}

void ShaderEditorPlugin::make_visible(bool p_visible) {

	if (p_visible) {
		button->show();
		editor->make_bottom_panel_item_visible(shader_editor);

	} else {

		button->hide();
		if (shader_editor->is_visible())
			editor->hide_bottom_panel();
		shader_editor->apply_shaders();

	}

}

void ShaderEditorPlugin::selected_notify() {

	shader_editor->ensure_select_current();
}

Dictionary ShaderEditorPlugin::get_state() const {

	return shader_editor->get_state();
}

void ShaderEditorPlugin::set_state(const Dictionary& p_state) {

	shader_editor->set_state(p_state);
}
void ShaderEditorPlugin::clear() {

	shader_editor->clear();
}

void ShaderEditorPlugin::save_external_data() {

	shader_editor->save_external_data();
}

void ShaderEditorPlugin::apply_changes() {

	shader_editor->apply_shaders();
}

ShaderEditorPlugin::ShaderEditorPlugin(EditorNode *p_node) {


	editor=p_node;
	shader_editor = memnew( ShaderEditor );

	shader_editor->set_custom_minimum_size(Size2(0,300));
	button=editor->add_bottom_panel_item("Shader",shader_editor);

}


ShaderEditorPlugin::~ShaderEditorPlugin() {
}


